Haven't been to this DLC. Which option in the menu are you guys using? The script looks good, so if it IS messing up it's some bug in the engine or something. Not good, but can probably fix with some fun scripting.

The strange thing is... it never did that in past TTW versions it used to work properly .

Back in the past using the option "Overload Turrets" (or something like that) would explode the turrets and that was it, now when we use that option it seems to explode the turret but the explosion does not happen where the turret is, it happens right in front of the player (next to the terminal) and it hurts .

I just did a test in DLC05RobotAssembly with the terminals with RefIDs xx00AA00 and xx0039B6 and had no issues at all.

EDIT: After some testing I have concluded that SOME of the terminals will damage the player due to the script using the Plasma Grenade explosion, which does quite a lot of damage at a radius of 750 units, which is pretty dang big. In FO3 the radius was 450 Suggested solution is to use a new explosion with reduced radius, something on the order of 150-200.

The solution Jax and I agreed upon is to make all Zeta explosions use the plasma mine explosion instead. It's very similar in power to the FO3 grenade, and in fact identical to the FO3 mine. This solution also maintains compatibility with mods that affect vanilla explosions, so it's a win all around.

Sounds good, so it was because of that giant explosion that the terminal would also explode after we disable the turrets? or is the terminal exploding when we choose to disable the turret a different issue?